With mere days to go until Doctor Who: Adventures In Time And Space is finally to be released on an eager game-buying public, I thought it might be an appropriate time to revisit my previous thoughts on the impending Tuesday Knights' Doctor Who game.
I've got a bit longer than I'd originally thought to plot a decent campaign background out because Pete has stepped up to run his Top Secret SI game, which begins tomorrow evening, but I remain undecided on the actual format of the campaign.
It almost seems a pity to restrict them to an Earth-based campaign when the system allows for travel in all of time and space, but on the other hand that's a very large sandbox for them to roam in if I simply hand them the keys of a TARDIS and say: "Right, where do you want to go?"
I'm still throwing out ideas of actors to 'portray' the game's central Time Lord character (if that's the route the players want to go), although I'm also quite keen that if we go for the 'classic' Time Lord plus companions set up that Clare take that pivotal role as I could easily see her portraying an eccentric, Iris Wildthyme-type Time Lady.
The newest additions (to the names I threw out for the players to mull over last time) are:
Of course, I'd be delighted if my players came up with some leftfield suggestions of their own, after all they are the ones who are going to be playing these characters in the game.
The insights into the game system I've been getting from the fan forum have got me more psyched about this game than any other RPG I've waited the release of, and the ideas that have been flying around the various threads have got my head spinning with half-formed possibilities - but as the Tuesday Knights found out with my Labyrinth Lord game I work best with their input and feedback.
If I can draw them in at the character creation phase, then I think we should be onto a winner - the problem with the Labyrinth Lord game was that they became increasingly disillusioned with the character creation process because the characters were getting killed off so quickly it almost wasn't worth giving them a name let alone a detailed background and life history!
Given that we just can't physically play once or twice a week like we used to as schoolkids means we need characters that will survive, so their adventures can continue from session to session and a story can develop, rather than frustratingly having to start from scratch each month.
It's difficult to say yet without actually holding the shiny box and its contents in my sweaty hands, but I have a sneaky suspicion that Cubicle 7's Adventures In Time & Space may actually be the closest I will ever get to my "holy grail" of what I perceive to be "the perfect roleplaying game" (for my needs and style of running/playing a system).
Monday, 7 December 2009
Subscribe to:
Post Comments (Atom)
About Me
- The Acrobatic Flea
- I was a regular salaryman, earning a crust with my meager writing skills, until an aneurysm tore open my aorta unexpectedly in early 2005. I suffered a stroke during surgery and a collapsed lung afterwards. I have since realised that I now have a new chance at life, which (body willing) I shall indulge in with positiveness, happiness and the good companionship of my wonderful wife. The Acrobatic Flea handle comes from the name of my favourite - and most successful - Villains & Vigilantes RPG character in the '80s.













8 persons have something to say about this!:
I would start off small, perhaps with an Earth-based scenario, to get them used to the system and only then expand it to take in more planets, timezones, and so forth. At the same time, you can gradually give the players more control over the direction of the campaign as they become more comfortable with it. That's roughly how I'm going to structure my upcoming Rogue Trader game.
Great advice, Kelvin. I think that's definitely the route I'll be taking - thank you.
You're welcome, but bear in mind that I haven't tested the idea yet!
Ha ha! I realise that, but I think it's a sensible idea to start them off in their comfort zone and gradually phase in the weird!
I really like the idea of a Bernard Black Time Lord -- spoiled and self-centred. The sort of person who would say: "People shouldn't write sad music because it makes me cry." and who would throw an unwanted piece of toast and jam at the ceiling.
I'd forgotten about your Black Books leanings - you, of course, cast Tamsin Greig as your character in our short-lived play-by-message board game back at the dawn of this blog!
Isn't that more or less Colin Baker's Doctor? ;)
Possibly a different shade of eccentric!
Post a Comment